So, had out usual bi-monthly touny yesterday. Finished with 2 wins and a tie, which put me in a three way tie for first. There was a tie-breaker, but payout happened to be the same for 1st, 2nd, and 3rd this time around, so we didn't bother to figure out which of us actually won via the tie-breaker.
I ran the following list for all three games:
http://www.40konline.com/index.php?topic=211619.0 with a couple minor tweaks -- basically just dropped some upgrades for a min-sized unit of gretchin.
Game 1:The Enemy: Went up against space marines. He fielded a 3 man bike squad, 2 tac squads (1 in a rhino, the other on foot), an auto-cannon predator, a heavy bolter land speeder, an assault squad, a jump pack chaplin, a land raider with a 5 man assault termie squad, an 8 man regular termie squad, and a drop-poded ironclad.
The Board: Played on an ash wastes board, fair amount of terrain, but only two pieces really came into play, an oil slick in the middle of the board that we both had to detour around at one point and some skeletal trees that were between his pred and my stuff most of the game, giving me cover saves.
The Rules: Dawn of War/Annihilation
Deployment: He won the role and chose to place and go first. He setup a tac squad in a rhino (we've always counted a dt for at troop choice as one of the two things you can deploy -- don't know if thats correct officially or not, never worried about it much as long as everyone does it the same!) pretty much in the middle of the board, about 12" in and hide his chappy behind it. I setup a battlewagon and nob squad exactly opposite the rhino and as close as possible (18" away) and tucked a warboss in behind the wagon. Didn't steal the initiative.
Enemy 1: The rest of his stuff rolled onto the board. Going from my left to right was his pred, the other tac squad, bikes, the assault squad, the raider, the rhino that was already on the board, his non-assault termies, and the land speeder. The chappy popped over and joined the assault marines. His iron clad podded in to the left of my wagon. A bad scatter put him a fair way out from the wagon, but it turned out he was JUST at 12", allowing the melta shot... which missed. But he had hunter-killer missiles on it as well and fired one of those, which got lucky and blew the wagon. Assorted shooting from the rest of his army, but it accomplished nothing. Kills: 0-1
My 1: Other wagon deffrolla'ed straight onto the board and into the drop-pod! Kaboom! (and first time I've ever managed to use a deffrolla on turn 1!). Unfortunately, didn't quite have the range to deffrolla the dread as well, but was close enough to plank him if needed. Other warboss came on and both headed for the dread -- good dread killers are big choppa warbosses, and they proved it here. Didn't need those planks after all. Dis-mounted nobs headed roughtly towards enemy lines, detouring slightly to the left to avoid the oil slick mentioned above. Bikers turbo'd on to the right of the slick. Baron came on lined up with his land speeder and popped a rokkit into it, stunning it. Free warboss shot the bikers and killed 1. Gretchin decided to remain in reserve. Kills: 2-1
Enemy 2: Assault marines made their own detour around the oil slick and just barely managed to get the range to charge my dismounted nobz and one of the warbosses. Silly, silly assault marines -- none of them survived their mistake and they only caused two wounds. Unfortunately, the chappy was at the back of the pack, far enough out of things that I couldn't allocate any attacks to him, so we ended up staying in combat. He shot a bunch of stuff that mostly bounced off, other then a lucky missile from his dismounted tac squad, that ate a biker nob. His mounted tac squad got out of its rhino, but didn't advance at all. Bikes fell back out of assault range. Kills: 2-1
My 2: Finished off the chappy. Nobz consolidated around the oil slick, warboss consolidated to the right towards where I had the other warboss sitting. Battlewagon advanced 13, but wasn't quite close enough to do anything useful yet. Deffkopta moved forward 12" and shot at the speeder, again... and stunned it, again. I pointed at my biker nobz and boldly predicted: "I can charge them at your terminators and take them out, but with those powerfists, I'll take some damage, enough that bringing the raider around and charging them with the assault terminators next tern will finish my bikers off, more the pity." I then charged his terminators (and 1 big choppa guy on his rhino, since it hadn't moved -- he was enough to pop it), and took them out, though I took some damage (4 nobz down, to be exact)... Kills: 4-1
Enemy 3: ...and he brought his raider around, charged them with his assault terminators and finished them off. Though I took 4 of the 5 assault termies with me. Then he shot a bunch, as as usually accomplished nothing (I think a lascannon from the raider may have managed to pick of one of the dismounted nobz and they took a wound, but nothing important.) Bikes continued to fall back to stay out of assault range. Kills: 4-2
My 3: Warboss joins the other warboss in an offical squad and assaults the remaining assault termie. He survives, but wiffs his own attacks. Deffkopta advances 12" and shoots the land speeder for a third time. It stuns it, for a third time. Then it charges and rips it into tiny pieces with its buzz-saw. Dismounted nobz continue their steady slog forward. Battlewagon advanced 13" -- not quite in deffrolla range of anything... but the nobz pile out and ARE in assault range of both the remaining bikes and the foot slogging tac squad. They are nobz, they are charging: Everything dies, of course. 1 wound in return. Kills: 7-2
Enemy 4: He tries to shoot. It still does nothing. His pred runs away from my nobz in fear of assault next turn. The warbosses finish the poor termie. Kills: 8-2
My 4: Battlewagon deffrolla's the pred. Dead pred. That nob squad charges his other tac squad and the long dismounted nob squad charges his raider (he had forgotten I hadn't WAAAGH!'ed yet and foolishly though both were out of range. Hadn't even moved the raider -- mhhh, auto-hits). Warbosses also pile in on the raider. 3 marines survive in the tac squad. The raider losses every weapon and is immobilized. Kills: 9-2
Enemy 5: 5 minutes to dice down has been anounced, but the total kp scored this game is what is supposed to be used for a tie-breaker at the end of the tourny and we figure the last round will be pretty darn quick. So he was kind enough to let me play it all the way out and finish racking up the kill points. We are right -- it takes about a minute. His surviving marines die. His landraider blows up. Kills: 11-2
Enemy tabled -- no turn 5 for me. The Gretchin never arrived from reserve.